Patrick Kelly (@_pmkelly) profile picture

Epic Games. Volume Rendering. Hardware ray tracing with Lumen. Formerly at Disney, Weta, and DreamWorks. Utah alum. Texpat.

Cary, NC
Joined December 2009
Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)Photo by Patrick Kelly (@_pmkelly)
youtube.com/watch?v=Z_DssjLe… My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.
3
8
46
4,150
I always learn so much working in production with artists and colleagues. In particular, working on this project with Tim Dörries and Daniel Pearson at Epic has been a blast. And for as much as we could accomplish, more development is planned.
5
408
Patrick Kelly retweeted
Right before our company break, I added some additional info for using heterogeneous volumes with our path tracer thanks to the quick review from @_pmkelly. More updates are coming in 5.4, but for now, I hope this helps those using them. docs.unrealengine.com/5.3/en…
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor. Go check them out if it's your sort of thing! #UE5 #UnrealEngine docs.unrealengine.com/5.3/en… docs.unrealengine.com/5.3/en…
2
29
131
10,093
Patrick Kelly retweeted
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor. Go check them out if it's your sort of thing! #UE5 #UnrealEngine docs.unrealengine.com/5.3/en… docs.unrealengine.com/5.3/en…
11
60
5
436
35,894
Patrick Kelly retweeted
How many bricks do you need to build an adventure? All of them.
1,616
5,649
2,564
45,372
9,671,698
Patrick Kelly retweeted
#UE5.3 path-tracing sparse volume textures from #EmberGen
21
176
12
1,988
149,076
If you’re at #UnrealFest please consider attending our talk on Niagara Fluids, Sparse Volume Textures and Heterogeneous Volumes. It is at 4:45 in Room 238!
3
17
134
11,463
Patrick Kelly retweeted
☁🌪#UE5 pathtracing with sparse volume textures from #EmberGen #UnrealFest
13
78
2
862
88,930
Patrick Kelly retweeted
Car on fire made with Niagara Fluids. Real-time viewport capture in Unreal Engine 5.3
12
56
3
509
35,656
Patrick Kelly retweeted
Rotor wash made with Niagara Fluids. Real-time viewport capture in Unreal Engine 5.3
29
147
10
1,299
120,103
Patrick Kelly retweeted
#UnrealEngine's new SVTs at work in a game like context :) This VDB has a voxel size of 0.05 from Houdini, plays like a dream. #UnrealEngine5 #UE5 #GameDev #Cinmatic #Houdini
11
92
1
690
59,096
Unreal 5.3 Preview is out so it's now time to test VDB import with Sparse Volume Textures (SVT) and Heterogeneous Volumes. Combined with Embergen exported simulations this is 🔥.
17
101
4
606
62,497
Patrick Kelly retweeted
We've reworked rendering for #Niagara Fluids in #UnrealEngine 5.2. Thanks to @_pmkelly's awesome work, you can use many lights, lighting channels and have geometry shadow volumes. You now have the same real time workflow for rendering scene geometry and volumes!
7
56
2
388
31,600
Patrick Kelly retweeted
#UnrealEngine 5.2 has Sequencer based caching for #Niagara simulations, including fluids! It is very easy to setup, and lets you do cool things like scrub a simulation in real time. For more, check out this short tutorial video: dev.epicgames.com/community/…
10
54
301
18,050
Patrick Kelly retweeted
The #Grammy for best new artist goes to Samara Joy. See the full winners list here: bit.ly/3kZJZ07
63
382
162
2,198
265,503
SIGGRAPH Advances in Real-Time Rendering Part I, with talks from Unity and Epic Games, is streaming on demand from the SIGGRAPH virtual conference program, check it out! advances.realtimerendering.c…
1
47
190
Looking forward to this!
Want to get a deeper dive into the ray tracing techniques covered in Ray Tracing Gems? Connect with the authors @acmarrs, @Peter_shirley, @IngoWald, @pointinpolygon to get your questions answered at the live #AMA session on July 28. nvda.ws/3atuIA1 #GameDev #RTX
4
34
Together with @EpicShaders and @_pmkelly we are doing an in-depth talk on Lumen at #rtadvances. We'll cover (virtually) how we trace rays, reuse computations, solve the whole indirect lighting path and noise, and scaled all of this to "The Matrix Awakens". advances.realtimerendering.c…
5
47
1
242
The program for #rtradvances for @siggraph 2022 is online! advances.realtimerendering.c… - lots of great talks this year again! (adding specifics in the thread)
3
95
6
262